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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Net;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
public interface IGatekeeperService
{
bool LinkRegion(string regionDescriptor, out UUID regionID, out ulong regionHandle, out string externalName, out string imageURL, out string reason);
GridRegion GetHyperlinkRegion(UUID regionID);
bool LoginAgent(AgentCircuitData aCircuit, GridRegion destination, out string reason);
}
/// <summary>
/// HG1.5 only
/// </summary>
public interface IUserAgentService
{
// called by login service only
bool LoginAgentToGrid(AgentCircuitData agent, GridRegion gatekeeper, GridRegion finalDestination, IPEndPoint clientIP, out string reason);
// called by simulators
bool LoginAgentToGrid(AgentCircuitData agent, GridRegion gatekeeper, GridRegion finalDestination, out string reason);
void LogoutAgent(UUID userID, UUID sessionID);
GridRegion GetHomeRegion(UUID userID, out Vector3 position, out Vector3 lookAt);
Dictionary<string, object> GetServerURLs(UUID userID);
Dictionary<string,object> GetUserInfo(UUID userID);
string LocateUser(UUID userID);
// Tries to get the universal user identifier for the targetUserId
// on behalf of the userID
string GetUUI(UUID userID, UUID targetUserID);
UUID GetUUID(String first, String last);
// Returns the local friends online
[Obsolete]
List<UUID> StatusNotification(List<string> friends, UUID userID, bool online);
bool IsAgentComingHome(UUID sessionID, string thisGridExternalName);
bool VerifyAgent(UUID sessionID, string token);
bool VerifyClient(UUID sessionID, string reportedIP);
}
public interface IInstantMessage
{
bool IncomingInstantMessage(GridInstantMessage im);
bool OutgoingInstantMessage(GridInstantMessage im, string url, bool foreigner);
}
public interface IFriendsSimConnector
{
bool StatusNotify(UUID userID, UUID friendID, bool online);
bool LocalFriendshipOffered(UUID toID, GridInstantMessage im);
bool LocalFriendshipApproved(UUID userID, string userName, UUID friendID);
}
public interface IHGFriendsService
{
int GetFriendPerms(UUID userID, UUID friendID);
bool NewFriendship(FriendInfo finfo, bool verified);
bool DeleteFriendship(FriendInfo finfo, string secret);
bool FriendshipOffered(UUID from, string fromName, UUID to, string message);
bool ValidateFriendshipOffered(UUID fromID, UUID toID);
// Returns the local friends online
List<UUID> StatusNotification(List<string> friends, UUID userID, bool online);
}
public interface IInstantMessageSimConnector
{
bool SendInstantMessage(GridInstantMessage im);
}
}
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